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Thanks! I definitely appreciate the detailed feedback. We are working on an update for sometime after the jam ends so we're looking for as much feedback as possible. Originally I was trying to create character movements that were identical to a character I built in another engine but I was having a lot of trouble getting the acceleration to work how I wanted in Godot. But the original version had faster acceleration in the air so I think you're definitely right about how much that would help. I'll try to take a crack at that again and I'm sure I can get something that makes air speed feel better. The hang time at the top of your jump is probably a bit too long too. 

That's definitely a fair point on the enemies. The first one is definitely the least challenging. On the normal/hard level, there is a more targeted enemy that will actively hunt down at least one platform before leaving the screen. I'm working on a ranged enemy that does something similar too so that will hopefully help increase tension a bit! I'm also adding a down attack that helps to deal with enemies on the bottom corner of the platform, I really should have put something like that in the original build. I'll take a look at the platform collisions too, I'm doing something a little unusual to have it be a one-direction platform that also still has corners so I may have made the corner collisions too high or something like that.

The attack idea is interesting, it makes me think about trying to have a dynamic aiming system where mouse position matters. Why I didn't have it aim off the mouse is that my plans originally was to let the player customize their loadout so their down attacks could end up different from forward or overhead, etc. So just aiming it off the mouse would make that more difficult unless it takes into account the direction of the mouse from the character. I have a couple ideas of how I could try to merge those ideas so I'll have to give it a try. 

Thanks for playing and I'm glad you enjoyed it!